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Requests:
ends with gatebot gauntlets
wave is also fairly simple, might even be doable with just 400 starter?
w2
ends with gatebots again
w4
last part is a bit tame compared to first part
w6
feels like it could have more gatebots?
maybe have giant deflectors be gatebots?
w7
really underwhelming boss
Here's a demo file[demos.potato.tf] for our run.
Changes:
Lowered starting money to $400
Wave 1
Bat Scouts are now 50/50 bomb bots and gatebots
Lowered the spawn rate of the Gatebot Soldiers
Steel Gauntlets are no longer gatebots
Wave payout increased by $100
Wave 2
First Demos are now 50/50 bomb bots and gatebots
Lowered the spawn rate of the Force-a-Nature Super Scouts
Scouts are no longer gatebots
Wave 3
Giant Samurai Demos now only gain 800 health on kill and won't get overhealed
Lowered the spawn rate of the Giant Samurai Demos
Gatebot Deflectors now use the regular gatebot light instead of a painted uclanka
Wave 4
Lowered the spawn rate of the Giant Rapidfire Soldier squads
Replaced Heavyweight Champs with 30 Shortstop Scouts
Removed 1 Giant Burst Demo and increased their spawn rate
Wave 5
Scouts are now 50/50 bomb bots and gatebots
Giant Blast Soldier squads are no longer all gatebots + spawn rate lowered
Hyper League Scout support now starts earlier
Wave 6
Removed 12 Heater Heavies
Giant Deflectors and Gatebot Heaters now wait for the Crit Pyros and Backup Soldiers to be all dead
Gatebot Heaters now use the regular gatebot light instead of a painted bunsen brave
Second Tank health lowered to 25000
Second Tank will no longer attempt to cap the gate anymore (god bless)
Replaced Giant Steel Gauntlets with Giant Burst Soldiers (the Bigrock variant that everyone loves)
Support Bat Scouts are now 50/50 bomb bots and gatebots
Wave payout increased by $100
Wave 7
Remade into an actual wave
Whoops, another Tindall wave with Giant HoK Deflectors
And I broke my own rule of not using custom icons by including Kritz Meds...
Gate is no longer auto-capped when the wave starts
Wave payout increased by $600
Wave 2: Insanely difficult for scout with all the engies around. Giant Pyros shouldn't have a 20% damage bonus.
Wave 3: Good wave. Personally, I kept getting confused about the gatebot deflectors since they had no U-clanka. I don't see why you don't give them both the U-clanka and gatebot hat.
Wave 4: Slow start. Not sure how to feel about the 6 sniper support.
Wave 5: Backups make this too difficult.
Wave 6: Good wave.
Wave 7: Really liked this wave.
https://demos.potato.tf/prejudging/mvm_dockyard_rc6a_exp_pier_pressure_1562690452.dem
Changes:
Updated all relevant icons to those by our friendly neighbourhood NotYourSagittarius
(Specifically Bat Scout, Heater Heavy)
Removed "dodge" subroutine from all gatebots
Printed out some new name tags for Bat Scouts and Minor League Scouts
Wave 1
Sternly told the Gatebot Soldiers to attack in groups of 4 instead of 8, and at increased frequency
Kindly asked 5 Giant Rapid Fire Soldiers to go support the small guys who are all on their lonesome and gave them $20 each to work with
(Wave payout increased by $100)
Wave 2
Slightly lowered Force-a-Nature Super Scout spawn rate - because the Scouts and Demos at the end needed some company
Fired the Engineers due to customer complaints
Wave 3
Added glue to some parts of the tank, increasing its health to 25,000 from 20,000
Gatebot Deflector Heavies found their hats again
Slightly lowered Giant Samurai Demos and Black Box Soldier squads spawn rate
Wave 4
Stepped on the gas with some Force-a-Nature Scouts
Final sub-wave now comes out once the Heavies have all spawned rather than all died - they aren't monsters
As good as teams of six Snipers are, two of them got votekicked anyway
Fired one of the two Engineers due to customer complaints
Wave 5
Replaced Snackup Soldiers with Cronch Soldiers
Wave 6
Firmly bolted down some loose parts on both tanks, increasing their health to 28,000 from 25,000
Fixed a looping error in the Extended Uber Medics that caused their Ubercharge to last 2 seconds longer than it should (10 seconds, down from 12)
Wave 7
Welded some scrap metal to the insides of the first tank, increasing its health to 35,000 from 30,000
Taped some extra bits onto the final tank, increasing its health to 32,000 from 25,000
https://demos.potato.tf/prejudging/mvm_dockyard_rc6a_exp_pier_pressure_1567130597.dem
READ BELOW:
As of now, all missions that have yet to be accepted are on a three-strike system.
If your mission submission is not passed in its entirety within the next 3 tests, it will be disqualified. If your submission is disqualified it is a final decision. There will be no more opportunities for resubmission after disqualification.
If more than one week goes by between testing and the mission being updated, one of the resubmission opportunities will be docked.
This mission is on Strike 1
Changes:
Swapped waves 4 and 5 around
Robots will no longer gain crits upon the gate being captured
Giants will no longer spawn from the gate's left exit due to them getting stuck on the door frame
Wave 1
Replaced the Giant Rapid Fire Soldiers with stock Giant Soldiers
Steel Gauntlets now use the NYS icon which I forgot last time
Wave 3
Removed one Spy
Wave 4
All Conch Soldiers are now crit boosted
Increased the CooldownTime of the Spies to 40 seconds
Removed one Engineer
Wave 5
Major League Scouts now wear a yellow Batter's Helm that turns grey after capping
Replaced Shortstop Scouts with Pyros + added 6
Lowered Giant Burst Fire Demos spawn rate
Increased the WaitBeforeStarting and CooldownTime of the Sydney Snipers to 80 seconds and 40 seconds respectively + removed 1
Wave 6
Increased the WaitBeforeStarting and CooldownTime of the Sydney Snipers to 60 seconds and 30 seconds respectively + removed 1
Wave 7
Replaced Sydney Snipers with stock Snipers + removed 1
Added Spies
Removed the Engineers
Changes:
Increased start money to $500
Wave 1
Steel Gauntlets are no longer crit boosted
Replaced Uber Medics with Kritzkrieg Medics
Wave 3
Replaced Gatebot Deflectors with Gatebot Heavies
Wave 4
Conch Soldiers are no longer crit boosted (mistakes were made and realised...)
Wave 5
Force-a-Nature Scouts now spawn throughout the entire wave + added 24
Giant Burst Fire Demos now spawn during the first half of the wave
Giant Rapid Fire Soldiers now spawn during the second half of the wave
Pyros now spawn in groups of 4 + removed 4
Removed another Sydney Sniper
Changes:
Wave 6
Lowered second Tank health to 26,000
Wave 7
Lowered Final Tank health to 30,000
You did it, you've liberated the dockyard from the tyranny of Intermediate!!